Myst III: Exile. Presto Studios. Cyan Worlds Inc , Ubisoft. The story of Myst continues Return to this strange and wondrous universe, where books become portals into worlds, and where the lessons of the past may yet hold meaning for today Recent Reviews:.
All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam. Languages :. English and 5 more. Publisher: Cyan Worlds Inc , Ubisoft. Share Embed. Read Critic Reviews. Add to Cart. Bundle info. Add to Account. View Community Hub. About This Game "The idea that someone may be linking into my study, reading all of my books, disturbs me Myst III: Exile plunges you into an adventure so real, you'll forget it's a game.
System Requirements Windows. Minimum: OS: macOS Hmm, this seems similar to the diagrams in Saavedro's book. Set the four mechanisms and climb out. Bring the lift back and get inside. Pull the handle and this time the elevator rotates. Open the door and you see Saavedro link out and the cage disappear. Enter the tower and look around. On the floor are some more of Saavedro's pages.
You will keep finding these all over the place. Press the blue button on the central railing, three projectors open and Atrus appears but is hijacked by Saavedro who tells you to find the 3 symbols. Go to any of the projectors and note the symbol etched onto the viewer lens.
Experiment with the controls to discover that left lever controls the zoom, the right the focus and moving across the lens adjusts the position. As you move the controls a series of marbles rotate around the screen. You need to align the symbols with the little windows on each of the tusks - this is the first part in gaining access to the linking books. With each of the viewers aligned, take note of the marble positions.
With this puzzle completed, you now need to find the three linking books. Pull the lever next to the door to send the lift down and step through the door. The lock mechanism for the outside door is now exposed and you can leave the tower.
From the tower, go towards the nearest tusk. On the far left of the last rock is a hole with a ladder going down. Climb down. Unfortunately there is something blocking the path. Climb back out and look along the rock behind the tusk.
Right at the end is a ladder. Climb down and look around. In front of you are two levers, a walkway leading to the tusk and the cylinder that was blocking the way. Pulling on the levers moves the cylinder around. You need to get the cylinder at the far right hand end and the ladder back where it started.
The correct sequence is Left, Right, Left, Right. Climb back up the ladder and go back down the hole. The way is now free to the tusk, open the door and Somebody has smashed the floor. Use the levers to roll the cylinder back into the now open linking book room. The sequence is Left, Left, Right, Right. Return to the tusk and align the marbles on the pedestal to the same position you set them in the tower:.
Now press the button in the middle. A cage lowers and reveals the linking book to Amateria. Off you go. A very oriental island. There is a large pagoda in the middle, some suspended tracks and a platform that you cannot get to.
Step onto the path leading to the central pagoda. On your left is a hexagonal control panel with lots of buttons.
You can see two more units that must be the keys to close the gaps in the walkway. From your arrival point head off across the bridge. At the next intersection is a linking book back to J'nanin Follow the path into the tunnel, down the stairs and turn right at the intersection.
Go past the elevator and follow the path. Towards the end there is a ladder on the right. Climb up and go down the track until you reach the control panel on the left. Pull the lever and up you go. There are lots of buzzes and thrums but ignore them for now. Start the machine and watch. A silver ball rolls into the rollercoaster and shatters.
But note the sequence on the control panel. Copy down the five shapes that the little marble passes through. This is the track sequence. Go back down to ground level and carry on along the path, follow the wooden path and hop across the stepping stones. At the end climb up onto the track and turn left. From the centre of the rollercoaster there are five exits plus the way you came in.
You now have to follow the path the ball would take. Start by going straight ahead. At the far end is a vibrating force field on the right and a platform in front of you. Climb down to the platform and look right. Click on the little control panel. You have to set the lever to the first shape you noted. Back onto the track and walk into the force field: vvvvveerrrrryyyy ammmusssing.
The solution is: From the centre of the puzzle, go down the track leading to the setting sun. Set the lever to the 10 o 'clock position.
Go through the force field, follow the track down and go straight through the junction. Set the lever to the 12 o'clock position. Carry on along the track and straight across the central junction.
Set the lever to the 2 o'clock position. Follow the track down and take the central exit. Set the lever to the 4 o'clock position. Carry on along the track, across the central junction and set the final lever to the 6 o'clock position. You should now be above a bunch of hexagonal rocks. Return to the main control panel and start the ball rolling. Enjoy watching the ball roll around the rollercoaster and away. The cover of the control panel half closes and you see a little bridge rise out of the water.
At the end the cover fully closes and reveals a pattern. Note the pattern and the colour:. At the next intersection is a linking book back to J'nanin Follow the path into the tunnel, down the stairs and turn right at the junction. Jump into the elevator and pull the lever. At the top look around. There is metal channel balanced key word here on a massive gear wheel and a track at either end. Take a good look at the ball at the left hand end. Recognize the materials - you saw something similar in Saavedro's workroom.
Turn around, pick up some more pages and go down. Turn right and follow the path round to the right. Across the wooden path and onto a mudbank enclosing a green pool.
Halfway along is a platform. Pull the lever on the left and take a short ride up. Play with the controls. The three levers in the centre adjust the position of the wheel which acts as a fulcrum. The other lever activates the pagoda and releases a silver ball. Watch the sequence carefully and try to work out what is happening.
It is all about balance. Pull the lever to go back down and carry on along the mudbank. At the end is a little building. Go inside and behold: there is the balance weight. Recall what you saw in Saavedro's workroom: the balance with the stick men and the balance with the ball.
And remember the construction of the ball up the lift. Put all this information together to solve the puzzle. Here is the solution:. From the stick man balance, with the fulcrum at the very left hand end, the counterbalance must be twice the weight obviously the makers did not understand physics but never mind.
Therefore the counterbalance must weigh So, add 2 wood and 1 iron segment to the counterbalance. Go back to the control panel, rise up, set the fulcrum to the left, activate the machine - and watch. If all goes well the ball passes through the chute, the cover of the control panel half closes and you see a little bridge rise out of the water. From the arrival point go down the ladder towards the glowing rocks , across a wooden walkway and up onto a mossy path.
Halfway down turn right and go through the gate. Pull the lever next to the control panel and rise majestically into the sky. Below you are three pegs which fit into the holes in the two wheels. If you pull the lever across a silver ball rushes down the track and into a cup. The wheels rotate and The puzzle here is to set the pegs in the correct sequence so that the silver ball is flipped back and forth without breaking or falling into the sea. It would be easy if Saavedro had not damaged one of the pegs.
If frustration gets the better of you the pegs should be placed like this:. With the pegs in place start the machine and enjoy the tennis match.
When it is over the cover of the control panel half closes and you see a little bridge rise out of the water. With all three puzzles complete, it is time to enter the central pagoda. Return to the little platform where you arrived. Go to the first hexagonal pedestal and key in any of the patterns and look to your right. If the floor closes all is well. Do the same for the next two pedestals and enter the central pagoda. If it does not work then it means you have not solved all the puzzles.
Inside the pagoda watch out for an impressive set of stairs appearing. Climb up and sit down. You can press the button and listen to Saavedro's moaning if you wish or alternatively, pull the handle above the the viewer and leap like a salmon into the night sky. You are now suspended in mid air with a complex little puzzle in front of you.
Remember the bridges that rose up when you solved the puzzles? The button panels were coloured blue, yellow and green for the right, center and left bridges.
The trick here is to set the dials so that the track is continuous and ends up at the red marker. If you cannot solve the puzzle here is the solution:. When you are ready look up and press the blue button to start the sequence and prepare yourself for an astounding ride.
At the end, the Amateria symbol reveals itself and you can return to J'nanin through the linking book. On your return from each of the ages you arrive in the tower on J'nanin Go to the imager next to the blue button.
Place the symbol from your inventory on the imager. The cage rises from the depths and Saavedro has another dig at you. Ignore him. From the tower head for the dome you saw in the sea near the yellow lens.
Turn the handle until the sunlight is at maximum reflection 4 clicks. Sunlight is amplified through the reflector onto the yellow post. Stand with your back to the incoming beam and rotate the assembly until a beam of light shines to the right. Look into the lens and you can see where it is pointing. Fantastic, all you need to do now is align all 7 posts and take note of the order. Looking through the last lens you can see a rainbow shining on the tusk. Run round there now and look at the array of lights created by the prism device.
Press the buttons in the same order you set them and the door opens. Now press the middle button. A cage lowers and reveals the linking book to Voltiac. You arrive in the Voltaic Age on a metal walkway facing a stone building on a little island. Go to the building and face the door which is locked again! To your left is a pedestal with a linking book to J'nanin Behind you is a walkway leading nowhere.
Go to the end anyway. Looking around you can see tower with a platform on the top and behind it a turret above a wooden door. There seems to be lots of cables, trackways and strange mechanisms about. Perhaps you need to get power from somewhere? Follow the walkway now into the cliff. Inside there is a doorway on the right. Pop inside and walk forwards watch out for more pages until you come to a junction.
To the left is another locked door. You can explore the right hand tunnel now if you want but we come back later anyway.
Go back out, turn right and follow the path into a sandstone crater. What can you see: a path leading past a tower and a massive, round, metal structure at the other end.
Investigate the tower on the right then carry on to the end of the walkway. Suspended is a sort of airship with no air and you now realize that the metal structure is a door with no obvious controls to open it. Down the ladder and into a metal tower. Check out the pressure gauge and valve operating wheels - are these the controls for inflating the airship?
Jump out onto the surf board shaped platform and look around. There is another wheel out here and a broken walkway Saavedro again and if you look up, a ladder.
Climb to the top, pick up more pages and grab the handle. If you rotated the tower correctly, the ladder with the "book" on it should show you where the book is hidden, while the ladder with the "key" should lead you to the clue to the puzzle that lets you get the book. Ship: Go to the planetarium, turn the lights off the switch is next to the door , sit down on the chair, and click the Control Panel. Set each of the dates from the clue Oct 11, AM, Jan 17, AM, and Nov 23, PM , and map the constellation shown to one of the constellations in the Stoneship book.
Go to the pillars at the mall, and click the appropriate symbols leaf, snake, and bug. The book is in the now resurfaced ship. Tree: Go to the wooden house, and enter the combination for the safe next to the door 7,2,4. Open the safe, get the match, and light it with the matchbox.
Turn around and light the pilot light below the boiler. Turn the gas wheel up green icon. Wait until the thumping sound stops, then turn the wheel down red icon , and QUICKLY get out of the house and into the tree to the right of it see library map for location before the "elevator" in the tree goes underground.
If you can't do it that quickly, don't turn the gas completly off. The book is down beneath the tree. If you went up in the elevator, press the white button to your left. That releases the steam and drops the tree down to the underground level. Gears: Go to the clock house, enter into the clock using the wheels, then press the button. Go into the clock, and use the levers to set the wheels to 2,2,1. HOLD either front lever down to rotate the middle wheel only.
Click the vertical lever to your right to reset the puzzle. The book is in the giant gears close to the pier. Spaceship: Go to the brick building, set the generators to send exactly 59 volts out buttons 1,2,3,6,7,8 and 10 should do nicely.
The numbering order is on the wall as you leave the control room. To figure out which button has which voltage, hit them one at a time. If you go over 59 volts, you will blow a fuse. There are two electric towers to climb, one next to the brick building, one clearly visible close to the spaceship, click down the breaker switches. Then enter the spaceship. Play the notes from the Selenitic Age book in the organ, and set the same notes in the controls of the ship.
If you're tone deaf, count number of notes from the bottom. Press the button and the book appears before you. Go to the other half of the ship, up the stairs and look through the telescope. Find where the lighthouse is.
Go to the umbrella and push the rightmost button to drain the lighthouse. Go to the basement and drain the chest by opening and closing the valve at the bottom. Go back to the umbrella and let the lighthouse fill up again.
Unlock the now floating chest, get the key, and open the lighthouse. Crank up the generator and power the battery. Note that the battery is slightly discharging, so move quickly!
If the lights go out, go to the generator and crank it up some more. Go to the umbrella, press the middle button to drain the rock and go inside. Go down the tunnel, find the page for either of the brothers, and explore a bit. You should find half of an important note in the map drawer in Achenar's room that's the messy room.
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